整理代码结构,使用service

This commit is contained in:
luying
2020-10-15 15:36:47 +08:00
parent c5bb06ba7d
commit 764de8669a
13 changed files with 462 additions and 494 deletions

View File

@@ -1,5 +1,5 @@
import {Application, RouteRecord, FrontendOrBackendSession, HandlerCallback} from "pinus";
import {checkEvent} from '../handler/eventBattleHandler';
import {checkEvent} from '../../../services/eventSercive';
module.exports = function(app: Application) {
return new Filter(app);

View File

@@ -1,213 +0,0 @@
import { ActionPointModel } from '../../../db/ActionPoint';
import { BattleDropModel } from '../../../db/BattleDrop';
import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
import { RoleModel } from '../../../db/Role';
import { getWarById, getWarJsons, getGamedata } from '../../../util/gamedata';
import { decodeStr, Reward } from '../../../util/util';
import { ACTION_POIN, BATTLE_REWARD_TYPE, WAR_JSON_ATTRIBUTE_TYPE } from '../../../consts/consts';
export async function getAp(now: number, roleId: string) {
let dataAp = await ActionPointModel.getAp(roleId);
const maxAp = ACTION_POIN.MAX; // 最大体力值
const per = ACTION_POIN.PER; // 恢复时间ms)
let {ap, refTime} = dataAp;
if(ap >= maxAp) {
// 体力溢出不需要做时间的处理
return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
} else {
if(refTime > now) refTime = now; // refTime每次记录时候最近的一个整的时间点绝对不会大于now
let n = Math.floor((now - refTime)/per); // 上次记录到现在可以增长多少体力
ap += n; // 增加上
if(ap >= maxAp) { // 加上后溢出了
ap = maxAp;
return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
} else {
refTime += n * per; // 更新refTime到离现在最近的一个整的时间点
let apRemainTime = Math.floor((refTime + per - now)/1000); // 恢复下一点需要多少时间
return { ap, maxAp, refTime, apRemainTime, isOver: false }
}
}
}
export async function setAp(now: number, roleId: string, changeAp: number) {
let ApResult = await getAp(now, roleId);
let { ap, maxAp, refTime, apRemainTime, isOver } = ApResult; // 更新ap
ap += changeAp;
if(ap >= maxAp) { // 溢出
refTime = now;
apRemainTime = 0;
}
if(ap < 0) return null // 体力不足
await ActionPointModel.saveAp(roleId, ap, refTime);
if(isOver && ap < maxAp) apRemainTime = Math.floor(ACTION_POIN.PER / 1000); // 特殊处理
return {ap, maxAp, refTime, apRemainTime}
}
export class WarReward {
roleId: string;
roleName: string;
battleId: number;
condition: Map<number, boolean>;
warInfo: any;
isSuccess: boolean;
rewards: Array<{type: number, gid: number, count: number}>;
constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
this.roleId = roleId;
this.roleName = roleName;
this.battleId = battleId;
this.condition = new Map();
this.warInfo = getWarById(battleId);
this.isSuccess = isSuccess;
}
public setCondition(id: number, isOk: boolean) {
this.condition.set(id, isOk);
}
private handleFixReward(num: number) {
if(this.isSuccess) { // 成功了才给固定奖励
let {fixReward = ''} = this.warInfo;
let reward = decodeStr('fixReward', fixReward);
for(let obj of reward) this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count * num});
}
}
private handleConditionReward(num: number) {
if(this.isSuccess) {
let {conditionReward = ''} = this.warInfo;
let reward = decodeStr('conditionReward', conditionReward);
for(let obj of reward) {
if(this.condition.get(obj.condition)) {
this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, ...obj, count: obj.count * num});
}
}
}
}
private async handleRandomReward(num: number) {
if(this.isSuccess) {
let {RandomReward:randomReward = ''} = this.warInfo;
let reward = decodeStr('randomReward', randomReward);
for(let obj of reward) {
let { gid, frequency } = obj;
let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, gid);
let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
for(let i = 0; i < num; i ++) {
let flag = false; // 是否可以获得
if(allNum + 1 > frequency) {
allNum = 0; getNum = 0;
}
allNum++; allSum++;
if(getNum == 0) {
let r = Math.random();
if(r <= 1/frequency*allNum || (allNum >= frequency) ) {
flag = true; // 独立概率随机
}
}
if(flag) {
getNum ++; getSum++;
this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, ...obj});
}
}
await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, {
getNum, allNum, getSum, allSum
});
}
}
}
public async saveReward(num: number) {
this.rewards = new Array();
let warType = this.warInfo.warType;
await this.handleFixReward(num);
await this.handleConditionReward(num);
await this.handleRandomReward(num);
let rewardObject = new Reward(this.roleId, this.roleName, this.rewards);
let returnGoods = await rewardObject.saveReward();
return returnGoods;
}
}
export async function matchPlayers(scale: number, range: number, myCe: number ,enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
let min = myCe * scale * (1 - range/100);
let max = myCe * scale * (1 + range/100);
console.log(min, max, enemyObj);
return false
}
export async function matchRobots(scale: number, myCe: number, robotCe: number, warJsonIndex:any, lv: number, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
let {json: dicWarJson, fileName } = getWarJsons(warJsonIndex);
if(dicWarJson) {
enemyObj.enemyFrom = 2;
enemyObj.enemyId = fileName;
let ratio = myCe / robotCe * scale; // 玩家战力/机器人初始战力*系数
for(let enemy of dicWarJson) {
let attribute = decodeWarJsonAttribute(enemy.attribute); // 格式:{'hp':1000, ...}
for(let value in attribute) {
attribute[value] *= ratio;
attribute[value] = Math.round(attribute[value]);
}
enemyObj.enemies.push({...enemy, attribute, lv});
}
return true
} else {
return false
}
}
export function decodeWarJsonAttribute(attribute) {
let arr = decodeStr('attribute', attribute);
let obj = {};
for(let {id, value} of arr) {
let field = WAR_JSON_ATTRIBUTE_TYPE[id];
if(field) {
obj[field] = value;
}
}
return obj
}
export async function getPointRewardStatus(roleId: string) {
let role = await RoleModel.findByRoleId(roleId);
let {expeditionPoint = 0} = role;
let dicExpeditionPoint = getGamedata('dic_expedition_point');
let pointRewards = {
expeditionPoint,
rewards: dicExpeditionPoint.map(cur => {
return { point: cur.point, received: false }
})
};
let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
if(pointStatusInDatabase) {
let { rewards = [] } = pointStatusInDatabase;
pointRewards.rewards.forEach(cur => {
let obj = rewards.find(ccur => ccur.point == cur.point);
if(obj) cur.received = obj.received;
});
}
return pointRewards
}
export async function getCEScaleAndRange(roleId: string, curDicExpedition: any) {
// 匹配,判断是不是新手期
const role = await RoleModel.findByRoleId(roleId);
let now = new Date();
let today = now.setHours(0,0,0,0);
let isNew = today - role.createdAt.getTime() <= 3*24*60*60*1000;
let scale = isNew?curDicExpedition.CEScaleNew:curDicExpedition.CEScale;
let range = isNew?curDicExpedition.CERangeNew:curDicExpedition.CERange;
return {scale, range, lv: role.lv}
}

View File

@@ -60,48 +60,4 @@ export class DailyBattleHandler {
return { code: 200, data: result }
}
}
// 检查每日本次数checkBattle使用
export async function checkDaily(roleId: string, battleId: number, inc: number) {
let dicDaily = getGamedata('dic_zyz_daily');
let dicDailyWar = getGamedata('dic_zyz_gk_daily');
let dailyWar = dicDailyWar.find(cur => cur.war_id == battleId);
if(!dailyWar) return { status: -1, msg: '未找到该关卡' };
let type = dailyWar.dailyType;
let curDaily = dicDaily.find(cur => cur.dailyType == type);
if(!curDaily) return { status: -1, msg: '未找到该类型' };
let dailyRecord = await DailyRecordModel.refreshRecord(roleId, type);
let { count } = dailyRecord;
if(count + inc > curDaily.sum ) {
return { status: -1, msg: '次数不足' }
}
return {status: 1, type, count, sum: curDaily.sum};
}
// 检查每日本次数warEnd和warSweep使用
export async function checkDailyAndIncrease(roleId: string, battleId: number, inc: number, isRef: boolean) {
let dicDaily = getGamedata('dic_zyz_daily');
let dicDailyWar = getGamedata('dic_zyz_gk_daily');
let dailyWar = dicDailyWar.find(cur => cur.war_id == battleId);
if(!dailyWar) return { status: -1, msg: '未找到该关卡' };
let type = dailyWar.dailyType;
let curDaily = dicDaily.find(cur => cur.dailyType == type);
if(!curDaily) return { status: -1, msg: '未找到该类型' };
let dailyRecord;
if(isRef) {
dailyRecord = await DailyRecordModel.refreshRecord(roleId, type);
} else {
dailyRecord = await DailyRecordModel.getDailyRecordById(roleId, type);
}
let { count } = dailyRecord;
if(count + inc > curDaily.sum ) {
return { status: -1, msg: '次数不足' }
}
let result = await DailyRecordModel.increseDailyCount(roleId, type, inc);
return {status: 1, type, count: result.count, sum: curDaily.sum};
}

View File

@@ -1,9 +1,10 @@
import { Application, BackendSession, FrontendOrBackendSession } from 'pinus';
import { Application, BackendSession } from 'pinus';
import { getGamedata } from '../../../util/gamedata';
import { EventRecordModel } from '../../../db/EventRecord';
import { RoleModel } from '../../../db/Role';
import { genCode, decodeStr, decodeStrSingle, Reward } from '../../../util/util';
import { EVENT_STATUS, EVENT_RECORD_STATUS, EVENT_TYPE } from '../../../consts/consts';
import { checkEvent } from '../../../services/eventSercive';
import { handleFixedReward } from '../../../services/rewardService';
export default function(app: Application) {
return new EventBattleHandler(app);
@@ -53,9 +54,7 @@ export class EventBattleHandler {
let result = await EventRecordModel.setStatusByCode(roleId, eventCode, isSuccess?EVENT_RECORD_STATUS.SUCCESS_RECEIVED:EVENT_RECORD_STATUS.FAIL_RECEIVED);
// 保存奖励
let rewardStr = isSuccess?curEvent.winReward:curEvent.loseReward;
let rewards = decodeStr('fixReward', rewardStr);
let rewardObject = new Reward(roleId, roleName, rewards);
let goods = await rewardObject.saveReward();
let goods = await handleFixedReward(roleId, roleName, rewardStr, 1);
if(eventStatus == EVENT_STATUS.STARTING) { // 如果是第一次开启的挑战,保存成开启状态
await RoleModel.setEventStatus(roleId, EVENT_STATUS.OPEN);
// 第一场时间挑战完,开始正常刷新事件,所以刷新时间也重置起来
@@ -74,151 +73,4 @@ export class EventBattleHandler {
}
}
}
}
export async function setBattleStatus(app: Application, session: FrontendOrBackendSession, roleId: string, battleId: number , isSuccess: boolean, battleCode: string) {
let now = new Date();
let eventStatus = session.get('eventStatus');
let refTime = eventStatus == EVENT_STATUS.OPEN? getEventTime(now): 0;
console.log('***setBattleStatus', eventStatus, refTime)
let { BATTLE_SUCCESS, BATTLE_FAIL } = EVENT_RECORD_STATUS;
let result = await EventRecordModel.setBattleStatus(roleId, battleId, refTime, isSuccess?BATTLE_SUCCESS:BATTLE_FAIL, battleCode);
await checkEvent(app, session, true);
return result;
}
export function getEventTime(now: Date) {
let curTime = Number(now);
let todayA = now.setHours(12, 0, 0, 0); // 每天12点
let todayB = now.setHours(18, 0, 0, 0); // 每天18点
let yesterdayA = todayA - 86400000; // 前一天12点
let t = 0;
if(curTime < todayA) {
t = yesterdayA;
} else if (curTime >= todayA && curTime < todayB) {
t = todayA;
} else if (curTime >= todayB) {
t = todayB;
}
return t
}
export async function startEvent(app: Application, session: FrontendOrBackendSession) {
// console.log('*******setEventStatus')
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let channelName = roleId;
let event = await refreshEvent(1, roleId, roleName, 0); // 刷新初始的一件
await RoleModel.setEventStatus(roleId, EVENT_STATUS.STARTING);
session.set('eventStatus', EVENT_STATUS.STARTING);
session.push('eventStatus', () => {});
pushEventMsg(app, roleId, channelName, { event }); // 推送
}
export async function checkEvent(app: Application, session: FrontendOrBackendSession, isForce:boolean = false) {
try {
let roleId = session.get('roleId');
if(roleId) {
let roleName = session.get('roleName');
let channelName = roleId;
let eventStatus = session.get('eventStatus')||EVENT_STATUS.WAITING;
let eventTime = session.get('getEventTime')||0;
let now = new Date();
let t = getEventTime(now);
let channel = app.get('channelService').getChannel(channelName, false);
console.log('****channel', channelName, !!channel, eventTime, t, eventStatus)
if(!!channel && (eventTime < t || isForce)) { // 第一次登陆后可以刷新了
if (eventStatus == EVENT_STATUS.STARTING) {
let event = await EventRecordModel.getEventRecordByTime(roleId, 0);
pushEventMsg(app, roleId, channelName, { event }); // 推送
session.set('getEventTime', t);
session.push('getEventTime', () => {});
} else if( eventStatus == EVENT_STATUS.OPEN ) {
let event = await EventRecordModel.getEventRecordByTime(roleId, t);
if(event.length == 0) { // 刷新
const num = 3; // 每次刷3个
event = await refreshEvent(num, roleId, roleName, t);
}
console.log(event)
// 推送
pushEventMsg(app, roleId, channelName, { event });
session.set('getEventTime', t);
session.push('getEventTime', () => {});
}
}
}
return;
}catch(err) {
console.log(err.stack);
throw err
}
}
async function refreshEvent(num: number, roleId: string, roleName: string, t) {
let event = new Array();
let dicEvent = getGamedata('dic_zyz_event');
let role = await RoleModel.findByRoleId(roleId);
dicEvent = dicEvent.filter(cur => { // 筛选适合等级
let { suitLevel } = cur;
suitLevel = decodeStrSingle('eventSuitLevel', suitLevel);
return suitLevel.min <= role.lv && suitLevel.max >= role.lv
});
let historyRecord = await EventRecordModel.getHostoryEventRecord(roleId);
let {history, turn} = historyRecord;
let randomList = dicEvent.filter(cur => {
return history.find(ccur => {
return ccur.eventId != cur.eventID;
});
});
console.log(JSON.stringify(randomList));
for(let i = 0; i < num; i++) {
if(randomList.length == 0) { // 一轮刷新过,开始新的一轮,保证所有事件都能刷新一遍
turn ++;
randomList = [...dicEvent];
}
if(randomList.length == 0) break; // 如果还是为0pass
let index = Math.floor(Math.random() * randomList.length);
let dic = randomList[index];
let eventCode = genCode(8);
let data = await EventRecordModel.saveEventRecord(eventCode, {
roleId, refTime: t, eventId: dic.eventID,
roleName, turn, type: dic.eventType, battleId: dic.warId||0, quality: dic.quality,
status: EVENT_RECORD_STATUS.WAITING
});
event.push(data)
randomList.splice(index, 1);
}
return event;
}
function pushEventMsg(app, roleId, channelName, msg ) {
console.log('***pushEventMsg', channelName)
let channelService = app.get('channelService');
let param = { msg };
let channel = channelService.getChannel(channelName, false);
if(!!channel) {
let tsid = channel.getMember(roleId)['sid'];
channelService.pushMessageByUids('onSpecialEvent', param, [{
uid: roleId,
sid: tsid
}]);
}
}

View File

@@ -5,9 +5,12 @@ import { ExpeditionRecordModel } from '../../../db/ExpeditionRecord';
import { ExpeditionWarRecordModel } from '../../../db/ExpeditionWarRecord';
import { ExpeditionPointModel } from '../../../db/ExpeditionPoint';
import { RoleModel } from '../../../db/Role';
import { calculateSumCE, genCode, Reward, decodeStr } from '../../../util/util';
import { matchPlayers, matchRobots, getAp, setAp, WarReward, getPointRewardStatus, getCEScaleAndRange } from './battleUtils';
import { calculateSumCE, genCode } from '../../../util/util';
import { matchPlayers, matchRobots, getPointRewardStatus, getCEScaleAndRange } from '../../../services/expeditionService';
import { EXPEDITION_INCREASE_POINT } from '../../../consts/consts';
import { WarReward } from '../../../services/warRewardService';
import { handleFixedReward } from '../../../services/rewardService';
import { getAp, setAp } from '../../../services/actionPointService';
export default function(app: Application) {
return new ExpeditionBattleHandler(app);
@@ -275,9 +278,7 @@ export class ExpeditionBattleHandler {
let result = await ExpeditionWarRecordModel.updateBoxStatus(expeditionCode, expeditionId, true, curDicExpedition.reward);
let { battleId, battleCode, battleStatus, received } = result;
// 获取东西
let rewards = decodeStr('fixReward', curDicExpedition.reward);
let rewardObject = new Reward(roleId, roleName, rewards);
let goods = await rewardObject.saveReward();
let goods = await handleFixedReward(roleId, roleName, curDicExpedition.reward, 1);
return {
code: 200,
@@ -323,10 +324,7 @@ export class ExpeditionBattleHandler {
// 标记状态
await ExpeditionPointModel.updatePointStatus(roleId, point, curDicExpeditionPoint.reward);
let pointRewards = await getPointRewardStatus(roleId);
let rewards = decodeStr('fixReward', curDicExpeditionPoint.reward);
let rewardObject = new Reward(roleId, roleName, rewards);
let goods = await rewardObject.saveReward();
let goods = await handleFixedReward(roleId, roleName, curDicExpeditionPoint.reward, 1);
return {
code: 200,

View File

@@ -3,11 +3,12 @@ import { BattleRecordModel } from '../../../db/BattleRecord';
import { BattleSweepRecordModel } from '../../../db/BattleSweepRecord';
import { getWarById, } from '../../../util/gamedata';
import { genCode } from '../../../util/util';
import { getAp, setAp, WarReward } from './battleUtils';
import { WAR_TYPE, EVENT_START_BATTLE } from '../../../consts/consts';
import { checkDaily, checkDailyAndIncrease } from './dailyBattleHandler';
import { setBattleStatus, startEvent } from './eventBattleHandler';
import { checkDaily, checkDailyAndIncrease } from '../../../services/dailyBattleService';
import { checkTowerWar, towerBattleEnd } from '../../../services/battleService';
import { WarReward } from '../../../services/warRewardService';
import { getAp, setAp } from '../../../services/actionPointService';
import { setBattleStatus, startEvent } from '../../../services/eventSercive';
export default function(app: Application) {
return new NormalBattleHandler(app);
@@ -160,16 +161,8 @@ export class NormalBattleHandler {
}
let warReward = new WarReward(roleId, roleName, battleId, isSuccess);
let params = {};
if(isSuccess) { // 挑战胜利
params = {
$set: {
status: 1,
star,
record: { heroes }
}
}
if(isSuccess) { // 挑战胜利
// 是否首通
let condition1 = await BattleRecordModel.getBattleRecordByIdAndStatus(roleId, battleId, 1);
if(!condition1) warReward.setCondition(0, true);
@@ -178,19 +171,13 @@ export class NormalBattleHandler {
let condition2 = await BattleRecordModel.getBattleRecordByIdAndStar(roleId, battleId, 3);
if(!condition2) warReward.setCondition(1, true);
}
} else { // 挑战失败
params = {
$set: {
status: 2,
record: { heroes }
}
}
}
let reward = await warReward.saveReward(1);
const updateResult = await BattleRecordModel.updateBattleRecordByCode(battleCode, params, true);
const updateResult = await BattleRecordModel.updateBattleRecordByCode(battleCode, {
$set: { status: isSuccess?1:2, star, record: { heroes } }
}, true);
let { status } = updateResult;
// 主线关卡某个关卡触发事件开启

View File

@@ -0,0 +1,45 @@
/**
* 体力系统
*/
import { ActionPointModel } from '../db/ActionPoint';
import { ACTION_POIN } from '../consts/consts';
export async function getAp(now: number, roleId: string) {
let dataAp = await ActionPointModel.getAp(roleId);
const maxAp = ACTION_POIN.MAX; // 最大体力值
const per = ACTION_POIN.PER; // 恢复时间ms)
let {ap, refTime} = dataAp;
if(ap >= maxAp) {
// 体力溢出不需要做时间的处理
return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
} else {
if(refTime > now) refTime = now; // refTime每次记录时候最近的一个整的时间点绝对不会大于now
let n = Math.floor((now - refTime)/per); // 上次记录到现在可以增长多少体力
ap += n; // 增加上
if(ap >= maxAp) { // 加上后溢出了
ap = maxAp;
return { ap, maxAp, refTime: now, apRemainTime:0, isOver: true }
} else {
refTime += n * per; // 更新refTime到离现在最近的一个整的时间点
let apRemainTime = Math.floor((refTime + per - now)/1000); // 恢复下一点需要多少时间
return { ap, maxAp, refTime, apRemainTime, isOver: false }
}
}
}
export async function setAp(now: number, roleId: string, changeAp: number) {
let ApResult = await getAp(now, roleId);
let { ap, maxAp, refTime, apRemainTime, isOver } = ApResult; // 更新ap
ap += changeAp;
if(ap >= maxAp) { // 溢出
refTime = now;
apRemainTime = 0;
}
if(ap < 0) return null // 体力不足
await ActionPointModel.saveAp(roleId, ap, refTime);
if(isOver && ap < maxAp) apRemainTime = Math.floor(ACTION_POIN.PER / 1000); // 特殊处理
return {ap, maxAp, refTime, apRemainTime}
}

View File

@@ -0,0 +1,49 @@
/**
* 每日本相关
*/
import { DailyRecordModel } from '../db/DailyRecord';
import { getGamedata } from '../util/gamedata';
// 检查每日本次数checkBattle使用
export async function checkDaily(roleId: string, battleId: number, inc: number) {
let dicDaily = getGamedata('dic_zyz_daily');
let dicDailyWar = getGamedata('dic_zyz_gk_daily');
let dailyWar = dicDailyWar.find(cur => cur.war_id == battleId);
if(!dailyWar) return { status: -1, msg: '未找到该关卡' };
let type = dailyWar.dailyType;
let curDaily = dicDaily.find(cur => cur.dailyType == type);
if(!curDaily) return { status: -1, msg: '未找到该类型' };
let dailyRecord = await DailyRecordModel.refreshRecord(roleId, type);
let { count } = dailyRecord;
if(count + inc > curDaily.sum ) {
return { status: -1, msg: '次数不足' }
}
return {status: 1, type, count, sum: curDaily.sum};
}
// 检查每日本次数warEnd和warSweep使用
export async function checkDailyAndIncrease(roleId: string, battleId: number, inc: number, isRef: boolean) {
let dicDaily = getGamedata('dic_zyz_daily');
let dicDailyWar = getGamedata('dic_zyz_gk_daily');
let dailyWar = dicDailyWar.find(cur => cur.war_id == battleId);
if(!dailyWar) return { status: -1, msg: '未找到该关卡' };
let type = dailyWar.dailyType;
let curDaily = dicDaily.find(cur => cur.dailyType == type);
if(!curDaily) return { status: -1, msg: '未找到该类型' };
let dailyRecord: any;
if(isRef) {
dailyRecord = await DailyRecordModel.refreshRecord(roleId, type);
} else {
dailyRecord = await DailyRecordModel.getDailyRecordById(roleId, type);
}
let { count } = dailyRecord;
if(count + inc > curDaily.sum ) {
return { status: -1, msg: '次数不足' }
}
let result = await DailyRecordModel.increseDailyCount(roleId, type, inc);
return {status: 1, type, count: result.count, sum: curDaily.sum};
}

View File

@@ -0,0 +1,154 @@
import { Application, FrontendOrBackendSession } from 'pinus';
import { getGamedata } from '../util/gamedata';
import { EventRecordModel } from '../db/EventRecord';
import { RoleModel } from '../db/Role';
import { genCode, decodeStrSingle } from '../util/util';
import { EVENT_STATUS, EVENT_RECORD_STATUS } from '../consts/consts';
export async function setBattleStatus(app: Application, session: FrontendOrBackendSession, roleId: string, battleId: number , isSuccess: boolean, battleCode: string) {
let now = new Date();
let eventStatus = session.get('eventStatus');
let refTime = eventStatus == EVENT_STATUS.OPEN? getEventTime(now): 0;
console.log('***setBattleStatus', eventStatus, refTime)
let { BATTLE_SUCCESS, BATTLE_FAIL } = EVENT_RECORD_STATUS;
let result = await EventRecordModel.setBattleStatus(roleId, battleId, refTime, isSuccess?BATTLE_SUCCESS:BATTLE_FAIL, battleCode);
await checkEvent(app, session, true);
return result;
}
export function getEventTime(now: Date) {
let curTime = Number(now);
let todayA = now.setHours(12, 0, 0, 0); // 每天12点
let todayB = now.setHours(18, 0, 0, 0); // 每天18点
let yesterdayA = todayA - 86400000; // 前一天12点
let t = 0;
if(curTime < todayA) {
t = yesterdayA;
} else if (curTime >= todayA && curTime < todayB) {
t = todayA;
} else if (curTime >= todayB) {
t = todayB;
}
return t
}
export async function startEvent(app: Application, session: FrontendOrBackendSession) {
// console.log('*******setEventStatus')
let roleId = session.get('roleId');
let roleName = session.get('roleName');
let channelName = roleId;
let event = await refreshEvent(1, roleId, roleName, 0); // 刷新初始的一件
await RoleModel.setEventStatus(roleId, EVENT_STATUS.STARTING);
session.set('eventStatus', EVENT_STATUS.STARTING);
session.push('eventStatus', () => {});
pushEventMsg(app, roleId, channelName, { event }); // 推送
}
export async function checkEvent(app: Application, session: FrontendOrBackendSession, isForce:boolean = false) {
try {
let roleId = session.get('roleId');
if(roleId) {
let roleName = session.get('roleName');
let channelName = roleId;
let eventStatus = session.get('eventStatus')||EVENT_STATUS.WAITING;
let eventTime = session.get('getEventTime')||0;
let now = new Date();
let t = getEventTime(now);
let channel = app.get('channelService').getChannel(channelName, false);
console.log('****channel', channelName, !!channel, eventTime, t, eventStatus)
if(!!channel && (eventTime < t || isForce)) { // 第一次登陆后可以刷新了
if (eventStatus == EVENT_STATUS.STARTING) {
let event = await EventRecordModel.getEventRecordByTime(roleId, 0);
pushEventMsg(app, roleId, channelName, { event }); // 推送
session.set('getEventTime', t);
session.push('getEventTime', () => {});
} else if( eventStatus == EVENT_STATUS.OPEN ) {
let event = await EventRecordModel.getEventRecordByTime(roleId, t);
if(event.length == 0) { // 刷新
const num = 3; // 每次刷3个
event = await refreshEvent(num, roleId, roleName, t);
}
console.log(event)
// 推送
pushEventMsg(app, roleId, channelName, { event });
session.set('getEventTime', t);
session.push('getEventTime', () => {});
}
}
}
return;
}catch(err) {
console.log(err.stack);
throw err
}
}
async function refreshEvent(num: number, roleId: string, roleName: string, t) {
let event = new Array();
let dicEvent = getGamedata('dic_zyz_event');
let role = await RoleModel.findByRoleId(roleId);
dicEvent = dicEvent.filter(cur => { // 筛选适合等级
let { suitLevel } = cur;
suitLevel = decodeStrSingle('eventSuitLevel', suitLevel);
return suitLevel.min <= role.lv && suitLevel.max >= role.lv
});
let historyRecord = await EventRecordModel.getHostoryEventRecord(roleId);
let {history, turn} = historyRecord;
let randomList = dicEvent.filter(cur => {
return history.find(ccur => {
return ccur.eventId != cur.eventID;
});
});
console.log(JSON.stringify(randomList));
for(let i = 0; i < num; i++) {
if(randomList.length == 0) { // 一轮刷新过,开始新的一轮,保证所有事件都能刷新一遍
turn ++;
randomList = [...dicEvent];
}
if(randomList.length == 0) break; // 如果还是为0pass
let index = Math.floor(Math.random() * randomList.length);
let dic = randomList[index];
let eventCode = genCode(8);
let data = await EventRecordModel.saveEventRecord(eventCode, {
roleId, refTime: t, eventId: dic.eventID,
roleName, turn, type: dic.eventType, battleId: dic.warId||0, quality: dic.quality,
status: EVENT_RECORD_STATUS.WAITING
});
event.push(data)
randomList.splice(index, 1);
}
return event;
}
function pushEventMsg(app, roleId, channelName, msg ) {
console.log('***pushEventMsg', channelName)
let channelService = app.get('channelService');
let param = { msg };
let channel = channelService.getChannel(channelName, false);
if(!!channel) {
let tsid = channel.getMember(roleId)['sid'];
channelService.pushMessageByUids('onSpecialEvent', param, [{
uid: roleId,
sid: tsid
}]);
}
}

View File

@@ -0,0 +1,88 @@
import { ExpeditionPointModel } from '../db/ExpeditionPoint';
import { RoleModel } from '../db/Role';
import { getWarJsons, getGamedata } from '../util/gamedata';
import { decodeStr } from '../util/util';
import { WAR_JSON_ATTRIBUTE_TYPE } from '../consts/consts';
// 匹配玩家
export async function matchPlayers(scale: number, range: number, myCe: number ,enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
let min = myCe * scale * (1 - range/100);
let max = myCe * scale * (1 + range/100);
console.log(min, max, enemyObj);
return false
}
// 匹配机器人
export async function matchRobots(scale: number, myCe: number, robotCe: number, warJsonIndex:any, lv: number, enemyObj: {enemyFrom: number, enemyId: string, enemies: Array<any> }) {
let {json: dicWarJson, fileName } = getWarJsons(warJsonIndex);
if(dicWarJson) {
enemyObj.enemyFrom = 2;
enemyObj.enemyId = fileName;
let ratio = myCe / robotCe * scale; // 玩家战力/机器人初始战力*系数
for(let enemy of dicWarJson) {
let attribute = decodeWarJsonAttribute(enemy.attribute); // 格式:{'hp':1000, ...}
for(let value in attribute) {
attribute[value] *= ratio;
attribute[value] = Math.round(attribute[value]);
}
enemyObj.enemies.push({...enemy, attribute, lv});
}
return true
} else {
return false
}
}
// 远征匹配系数表
export async function getCEScaleAndRange(roleId: string, curDicExpedition: any) {
// 匹配,判断是不是新手期
const role = await RoleModel.findByRoleId(roleId);
let now = new Date();
let today = now.setHours(0,0,0,0);
let isNew = today - role.createdAt.getTime() <= 3*24*60*60*1000;
let scale = isNew?curDicExpedition.CEScaleNew:curDicExpedition.CEScale;
let range = isNew?curDicExpedition.CERangeNew:curDicExpedition.CERange;
return {scale, range, lv: role.lv}
}
// 远征表属性解码
export function decodeWarJsonAttribute(attribute) {
let arr = decodeStr('attribute', attribute);
let obj = {};
for(let {id, value} of arr) {
let field = WAR_JSON_ATTRIBUTE_TYPE[id];
if(field) {
obj[field] = value;
}
}
return obj
}
// 远征累计点数获取
export async function getPointRewardStatus(roleId: string) {
let role = await RoleModel.findByRoleId(roleId);
let {expeditionPoint = 0} = role;
let dicExpeditionPoint = getGamedata('dic_expedition_point');
let pointRewards = {
expeditionPoint,
rewards: dicExpeditionPoint.map(cur => {
return { point: cur.point, received: false }
})
};
let pointStatusInDatabase = await ExpeditionPointModel.getExpeditionPoint(roleId);
if(pointStatusInDatabase) {
let { rewards = [] } = pointStatusInDatabase;
pointRewards.rewards.forEach(cur => {
let obj = rewards.find(ccur => ccur.point == cur.point);
if(obj) cur.received = obj.received;
});
}
return pointRewards
}

View File

@@ -1,4 +1,4 @@
import { BATTLE_REWARD_TYPE, GOOD_TYPE } from './../consts/consts';
import { GOOD_TYPE } from './../consts/consts';
import { EquipModel } from './../db/Equip';
import { CounterModel } from './../db/Counter';
import { decodeStr } from '../util/util';
@@ -8,13 +8,18 @@ export async function handleFixedReward(roleId: string, roleName: string, reward
let reward = decodeStr('fixReward', rewardStr);
let rewards = [];
for(let obj of reward)
rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count});
rewards.push({ ...obj, count: obj.count * multi});
const result = await handleReward(roleId, roleName, reward);
return result;
}
export async function handleReward(roleId: string, roleName: string, rewards: Array<{type: number, gid: number, count: number}>) {
let returnGoods = new Array();
for(let goods of rewards) {
let goodInfo = getGoodById(goods.gid);
if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
let result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count * multi });
let result = await rewardWeapons(roleId, roleName, goodInfo, {id: goods.gid, cnt: goods.count });
for(let obj of result) {
returnGoods.push({dropType: goods.type, ...obj})
}

View File

@@ -0,0 +1,98 @@
/**
* 战场奖励发放 对象
* 支持战场相关的奖励格式目前包括fixedReward, randomReward, conditionReward
*/
import { BattleDropModel } from '../db/BattleDrop';
import { getWarById } from '../util/gamedata';
import { decodeStr } from '../util/util';
import { BATTLE_REWARD_TYPE } from '../consts/consts';
import { handleReward } from './rewardService';
export class WarReward {
roleId: string;
roleName: string;
battleId: number;
condition: Map<number, boolean>;
warInfo: any;
isSuccess: boolean;
rewards: Array<{type: number, gid: number, count: number}>;
constructor(roleId: string, roleName: string, battleId: number, isSuccess: boolean) {
this.roleId = roleId;
this.roleName = roleName;
this.battleId = battleId;
this.condition = new Map();
this.warInfo = getWarById(battleId);
this.isSuccess = isSuccess;
}
public setCondition(id: number, isOk: boolean) {
this.condition.set(id, isOk);
}
private handleFixReward(num: number) {
if(this.isSuccess) { // 成功了才给固定奖励
let {fixReward = ''} = this.warInfo;
let reward = decodeStr('fixReward', fixReward);
for(let obj of reward) this.rewards.push({type: BATTLE_REWARD_TYPE.FIX_REWARD, ...obj, count: obj.count * num});
}
}
private handleConditionReward(num: number) {
if(this.isSuccess) {
let {conditionReward = ''} = this.warInfo;
let reward = decodeStr('conditionReward', conditionReward);
for(let obj of reward) {
if(this.condition.get(obj.condition)) {
this.rewards.push({type: BATTLE_REWARD_TYPE.CONDITION_REWARD, ...obj, count: obj.count * num});
}
}
}
}
private async handleRandomReward(num: number) {
if(this.isSuccess) {
let {RandomReward:randomReward = ''} = this.warInfo;
let reward = decodeStr('randomReward', randomReward);
for(let obj of reward) {
let { gid, frequency } = obj;
let dropHistory = await BattleDropModel.findByGid(this.roleId, this.battleId, gid);
let { getNum = 0, allNum = 0, getSum = 0, allSum = 0 } = dropHistory;
for(let i = 0; i < num; i ++) {
let flag = false; // 是否可以获得
if(allNum + 1 > frequency) {
allNum = 0; getNum = 0;
}
allNum++; allSum++;
if(getNum == 0) {
let r = Math.random();
if(r <= 1/frequency*allNum || (allNum >= frequency) ) {
flag = true; // 独立概率随机
}
}
if(flag) {
getNum ++; getSum++;
this.rewards.push({type: BATTLE_REWARD_TYPE.RANDOM_REWARD, ...obj});
}
}
await BattleDropModel.updateByGid(this.roleId, this.battleId, gid, {
getNum, allNum, getSum, allSum
});
}
}
}
public async saveReward(num: number) {
this.rewards = new Array();
// let warType = this.warInfo.warType;
this.handleFixReward(num);
this.handleConditionReward(num);
await this.handleRandomReward(num);
let returnGoods = await handleReward(this.roleId, this.roleName, this.rewards);
return returnGoods;
}
}

View File

@@ -68,57 +68,6 @@ const moment = require('moment');
};
}
// 获取物品
export class Reward {
roleId: string;
roleName: string;
rewards: Array<{type?: number, gid: number, count: number}>;
constructor(roleId: string, roleName: string, rewards: Array<{type?: number, gid: number, count: number}>) {
this.roleId = roleId;
this.roleName = roleName;
this.rewards = rewards;
}
public async saveReward() {
let returnGoods = new Array();
for(let goods of this.rewards) {
let goodInfo = getGoodById(goods.gid);
if(goodInfo.goodType == GOOD_TYPE.EQUIP) { // 装备
let result = await this.rewardWeapons(goodInfo, {id: goods.gid, cnt: goods.count });
for(let obj of result) {
returnGoods.push({dropType: goods.type, ...obj})
}
}
}
return returnGoods;
}
private async rewardWeapons (dicGood: any, weapon: {id:number,cnt:number }) {
let weaponsData = [];
let cnt = weapon.cnt;
while (cnt > 0) {
const seqId = await CounterModel.getNewCounter('eid');
const equipInfo = {
roleId: this.roleId,
roleName: this.roleName,
eid: weapon.id,
eName: dicGood.name,
seqId,
quality: dicGood.lv,
type: dicGood.goodType
}
const equip = await EquipModel.createEquip(equipInfo);
cnt -= 1;
weaponsData.push(equip);
}
return weaponsData;
}
}
/**
* 将 | 分隔的字符串解析为数组a|b|c 解析为[a, b, c]
* @param str 要解析的字符串